export let vertexShaderSource = `
      attribute vec2 a_position;
      uniform vec2 u_resolution; // 分辨率

      // (1928,1680) # (0,0)
      void main(){
        mat2 T = mat2(1.0, 3.0, 2.0, 1.0);
        // [0, 1] 之间
        vec2 zeroToOne = T * a_position / u_resolution;
        // [0, 2]
        vec2 zeroToTwo = zeroToOne * 2.0;
        // [-1,1]
        vec2 clipSpace = zeroToTwo - 1.0;

        gl_Position =vec4(clipSpace * vec2(1,-1), 0, 1);

      }
`
